[Piglit] [PATCH] sampler-incomplete: test texture (in)completeness with sampler objects

Jose Fonseca jfonseca at vmware.com
Thu Mar 22 02:15:04 PDT 2012


Looks good to me FWIW.

Joe

----- Original Message -----
> A texture can appear both complete and incomplete at the same time
> depending on the sampler objects used to access it.  This test checks
> that behaviour.
> ---
>  tests/all.tests                                    |    1 +
>  tests/spec/arb_sampler_objects/CMakeLists.gl.txt   |    1 +
>  .../spec/arb_sampler_objects/sampler-incomplete.c  |  142
>  ++++++++++++++++++++
>  3 files changed, 144 insertions(+), 0 deletions(-)
>  create mode 100644
>  tests/spec/arb_sampler_objects/sampler-incomplete.c
> 
> diff --git a/tests/all.tests b/tests/all.tests
> index 1892889..d2ea3e9 100644
> --- a/tests/all.tests
> +++ b/tests/all.tests
> @@ -1070,6 +1070,7 @@ add_concurrent_test(arb_framebuffer_object,
> 'same-attachment-glFramebufferRender
>  arb_sampler_objects = Group()
>  spec['ARB_sampler_objects'] = arb_sampler_objects
>  add_plain_test(arb_sampler_objects, 'sampler-objects')
> +add_plain_test(arb_sampler_objects, 'sampler-incomplete')
>  
>  # Group ARB_debug_output
>  arb_debug_output = Group()
> diff --git a/tests/spec/arb_sampler_objects/CMakeLists.gl.txt
> b/tests/spec/arb_sampler_objects/CMakeLists.gl.txt
> index 41804d5..20fd6f2 100644
> --- a/tests/spec/arb_sampler_objects/CMakeLists.gl.txt
> +++ b/tests/spec/arb_sampler_objects/CMakeLists.gl.txt
> @@ -12,5 +12,6 @@ link_libraries (
>  )
>  
>  add_executable (sampler-objects sampler-objects.c)
> +add_executable (sampler-incomplete sampler-incomplete.c)
>  
>  # vim: ft=cmake:
> diff --git a/tests/spec/arb_sampler_objects/sampler-incomplete.c
> b/tests/spec/arb_sampler_objects/sampler-incomplete.c
> new file mode 100644
> index 0000000..4a66386
> --- /dev/null
> +++ b/tests/spec/arb_sampler_objects/sampler-incomplete.c
> @@ -0,0 +1,142 @@
> +/*
> + * Copyright (c) 2012 VMware, Inc.
> + *
> + * Permission is hereby granted, free of charge, to any person
> obtaining a
> + * copy of this software and associated documentation files (the
> "Software"),
> + * to deal in the Software without restriction, including without
> limitation
> + * the rights to use, copy, modify, merge, publish, distribute,
> sublicense,
> + * and/or sell copies of the Software, and to permit persons to whom
> the
> + * Software is furnished to do so, subject to the following
> conditions:
> + *
> + * The above copyright notice and this permission notice (including
> the next
> + * paragraph) shall be included in all copies or substantial
> portions of the
> + * Software.
> + *
> + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
> EXPRESS OR
> + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
> MERCHANTABILITY,
> + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO
> EVENT SHALL
> + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES
> OR OTHER
> + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
> ARISING
> + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
> OTHER DEALINGS
> + * IN THE SOFTWARE.
> + */
> +
> +/**
> + * @file sampler-incomplete.c
> + *
> + * With GL_ARB_sampler_objects it's possible for a texture to be
> both complete
> + * and incomplete depending on the samplers used to access it.
> + * Test that we get the right results in this situation.
> + *
> + * Brian Paul
> + * March 2012
> + */
> +
> +
> +#include "piglit-util.h"
> +#include "piglit-framework.h"
> +
> +int piglit_width = 100;
> +int piglit_height = 100;
> +int piglit_window_mode = GLUT_DOUBLE | GLUT_RGB;
> +
> +
> +static void
> +setup(void)
> +{
> +	static const GLfloat red[2][2][4] = {
> +		{ {0.25, 0, 0, 0}, {0.25, 0, 0, 0} },
> +		{ {0.25, 0, 0, 0}, {0.25, 0, 0, 0} } };
> +	static const char *fragShaderText =
> +		"uniform sampler2D tex0, tex1;\n"
> +		"void main()\n"
> +		"{\n"
> +		"   vec2 coord = vec2(0.5, 0.5); \n"
> +		"   gl_FragColor = texture2D(tex0, coord) \n"
> +		"                + texture2D(tex1, coord);\n"
> +		"}\n";
> +	GLuint samplers[2];
> +	GLuint frag, prog;
> +	GLint u;
> +	GLuint tex;
> +
> +	/* Create fragment shader that adds the two textures */
> +	frag = piglit_compile_shader_text(GL_FRAGMENT_SHADER,
> fragShaderText);
> +	prog = piglit_link_simple_program(0, frag);
> +
> +	glUseProgram(prog);
> +	u = glGetUniformLocation(prog, "tex0");
> +	glUniform1i(u, 0);
> +	u = glGetUniformLocation(prog, "tex1");
> +	glUniform1i(u, 1);
> +
> +	/* create texture with one mipmap level */
> +	glGenTextures(1, &tex);
> +	glBindTexture(GL_TEXTURE_2D, tex);
> +	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0,
> +		     GL_RGBA, GL_FLOAT, red);
> +	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
> +	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
> +
> +	/* bind the texture to units 0 and 1 */
> +	glActiveTexture(GL_TEXTURE0);
> +	glBindTexture(GL_TEXTURE_2D, tex);
> +	glEnable(GL_TEXTURE_2D);
> +
> +	glActiveTexture(GL_TEXTURE1);
> +	glBindTexture(GL_TEXTURE_2D, tex);
> +	glEnable(GL_TEXTURE_2D);
> +
> +
> +	glGenSamplers(2, samplers);
> +
> +	/* sampler[0] - nearest filtering, no mipmap.
> +	 * The result of sampling the texture should be (0.25, 0, 0, 0)
> +	 */
> +	glBindSampler(0, samplers[0]);
> +	glSamplerParameteri(samplers[0], GL_TEXTURE_MIN_FILTER,
> GL_NEAREST);
> +	glSamplerParameteri(samplers[0], GL_TEXTURE_MAG_FILTER,
> GL_NEAREST);
> +
> +	/* sampler[1] - nearest filtering, with mipmapping.
> +	 * The result of sampling the texture should be (0, 0, 0, 1) since
> the
> +	 * texture is incomplete with respect to this sampler (no mipmap).
> +	 */
> +	glBindSampler(1, samplers[1]);
> +	glSamplerParameteri(samplers[1], GL_TEXTURE_MIN_FILTER,
> +			    GL_NEAREST_MIPMAP_NEAREST);
> +	glSamplerParameteri(samplers[1], GL_TEXTURE_MAG_FILTER,
> GL_NEAREST);
> +}
> +
> +
> +enum piglit_result
> +piglit_display(void)
> +{
> +	/* NOTE: We're not checking the alpha value here.
> +	 * Some drivers (like NVIDIA) seem to return (0,0,0,0) when
> sampling
> +	 * an incomplete texture, but the spec says (0,0,0,1) should be
> +	 * returned.  That's not really important for this test though so
> +	 * just ignore alpha.
> +	 */
> +	GLfloat expected[3] = {0.25, 0, 0};
> +	bool p;
> +
> +	glClear(GL_COLOR_BUFFER_BIT);
> +
> +	piglit_draw_rect_tex(-1, -1, 2, 2,  0, 0, 1, 1);
> +
> +	p = piglit_probe_pixel_rgb(piglit_width / 2, piglit_height / 2,
> +				   expected);
> +
> +	glutSwapBuffers();
> +
> +	return p ? PIGLIT_PASS : PIGLIT_FAIL;
> +}
> +
> +
> +void
> +piglit_init(int argc, char**argv)
> +{
> +	piglit_require_GLSL();
> +	piglit_require_extension("GL_ARB_sampler_objects");
> +	setup();
> +}
> --
> 1.7.3.4
> 
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